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Guy's Journal 2: Return of Guy's Journal or: what i'm doing when i'm not making tiles for cja

#31 User is offline   Val 

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Posted 23 June 2010 - 10:52 PM

What? Are you dumb? Are you stupid, or something? Okay, let me set it all down for you, jerk head.

Bullets, or any sort of projectile which causes harm to anything, is treated as a particle in-game. That's how it is, that's how it has to be for a lot of the weapons to work. Now, you--you're telling me that I should have sprites. Okay. Fine. We'll assume, for a second, that this isn't a completely goddamn RETARDED idea, just for you, okay? Okay. So if I want a sprite--are you following along?--if I want a sprite to be able to be hurt by, say, bullets, which--remember now!--are particles, that means that, in the code for the particle engine, I have to add in checks on every harming particle to check whether or not that particle is colliding with a sprite. Got that? Are we clear? Okay. Now, see, the problem with that is that I would--I would have to check every goddamn sprite's collision boundaries, for every goddamn particle, every cycle. You may not have realized this by now, but that is HORRIBLE. And you're horrible for even SUGGESTING that this could ever even begin to approach the realms of "feasible." Alternatively, I could have each sprite check and see if there are any particles inside it--of course, that would be eleven million times worse, because there can be in excess of 100 particles on-screen at a time. I could make the particles sprites--I could, I mean, if that weren't almost as stupid an idea as your face is stupid. No amount of good programming is going to make this remotely feasible in MZX given the current constraints of the game. Even if I could get it to a point where it REMOTELY worked, I'd have one goddamn slow game, and I am not sacrificing speed and stability for some DUMB BULLSHIT like whatever the FUCK you have in mind, you IDIOT. Then I'd just be Logicow, and nobody wants that.

Oh, or maybe, ha ha, maybe, Maybe I could go back and completely Motherfuckjgnigh redo the Entire weapons engine and make it DUMB and BORING and BUGGY and AWFUL so you can have your GODDAMN SPRITES GOD DAMN IRT JESTSYUS FUCK YOU FUCK YOU.
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#32 User is offline   Lachesis 

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Posted 23 June 2010 - 11:02 PM

View PostOugh, on 23 June 2010 - 04:52 PM, said:

And you're horrible for even SUGGESTING that this could ever even begin to approach the realms of "feasible." Alternatively, I could have each sprite check and see if there are any particles inside it--of course, that would be eleven million times worse, because there can be in excess of 100 particles on-screen at a time.

Okay, what? I can understand not wanting to do the checks in the particle engine, that's ridiculous, but doing the checks in every active onscreen sprite would not even remotely be as bad. The particles write to the overlay, right? Just have every sprite check all of its squares for particle overlay. Are you an idoit?
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#33 User is offline   Val 

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Posted 23 June 2010 - 11:07 PM

Hahaha. Hahaha. Hahaha, what? :confused:

What kind of a moron would write particles to the overlay? Particles are written to the vlayer, and overlaid as a sprite. And another thing. Particles don't carry information about their function in their char or color. So checking a sprite's corresponding vlayer tiles wouldn't do jack diddly bow wow blammo squat. There would be no way to differentiate effect particles from damaging ones.
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#34 User is offline   Lachesis 

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Posted 23 June 2010 - 11:13 PM

Then check the vlayer, it's just as easy as checking the overlay! This can't be as hard as you're making it out to be, and if it is, you've got some real big design flaws that you need to work on

here's some pseudocode
if (there's a particle in my crib) {
    for each particle in the particle system {
        if (the particle can hurt me and its coordinates match the location of where I found a particle) {
            O-ouch!!!
        }
    }
}


edit: forgot braces

This post has been edited by Lachesis: 23 June 2010 - 11:20 PM

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#35 User is offline   Val 

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Posted 23 June 2010 - 11:39 PM

Do you read? Like, are you capable of reading text, written in the English language, or are you just some unfortunate slime mold that figured out how to use a keyboard? I said:

Quote

And another thing. Particles don't carry information about their function in their char or color. So checking a sprite's corresponding vlayer tiles wouldn't do jack diddly bow wow blammo squat. There would be no way to differentiate effect particles from damaging ones.


I never said it would be hard to check the vlayer. The face of the matter is that It doesn't matter two shits what's on the vlayer. You cannot contain all the necessary information with character and color alone. If you have to check every existing particle every time you are aware of one within the sprite's boundaries, that's only slightly--ever so slightly!--better than simply checking them every cycle. It could work, to a degree, assuming I use very few particles and very few sprites, although it would ignore cases where there are overlapping particles in a single location, and it wouldn't allow for sprites to block particles the way robots do unless the sprites' handlers went ahead and marked them for deletion.

But all of this is completely beside the point anyway! I'm not adding sprite enemies or a sprite player or any other such bullshit thing. Not only is there no room in the char set for big ol' honkin' sprite imagery, but programming sprite enemies would be several times more difficult than regular ones, and the simple fact of the matter ANYWAY is that I DON'T NEED ANY SPRITE ENEMIES. None! No no no! One of my main DESIGN goals is to make a functional 1x1 MZX platformer that is both intuitive and fun, because people like YOU seem to think that's a tall order. I have an unlimited number of ideas for enemies before I even have to consider branching into sprite territory. There is no need for larger ones, and there will never be. Excuse me for playing to MZX's strengths, but I'm not going to make things any more complicated than they need to be for me to get across a good art direction and an entertaining gameplay system. I will fucking chew on your ankles. No, I swear I will break off your legs at the knees and I will eat your shins right in front of you. I hate you!
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#36 User is offline   Val 

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Posted 23 June 2010 - 11:43 PM

No. I am done talking. Don't you dare post. Don't you DARE post a reply, or I swear I will lock this thread.
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#37 User is offline   Lachesis 

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Posted 23 June 2010 - 11:47 PM

Do you want to go back and try reading my post, specifically, the pseudo-code bit? Anyway, it's cool if you don't want sprite enemies in your game. I was just suggesting something that would make your enemies less generic and more diverse. It's not my problem if you want to have the same boring enemies in every level, be my guest, but don't tell me something's impossible to program when it isn't. I'd nearly go out on a limb and say that you simply don't understand how to integrate gameplay between sprites and the player/robots, but I don't like to make assumptions like that :-(

Congratulations on insulting a potential Internet Friend and making her not want to see your face ever again, good-bye Guy

edit: also, last time I checked, only Admins, Mods, and Elites can lock their own threads :S
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#38 User is offline   Val 

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Posted 23 June 2010 - 11:50 PM

GOOD RIDDANCE
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#39 User is offline   Val 

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Posted 23 June 2010 - 11:53 PM

Wait, what the flying hell do you mean, same old enemies! Last time I checked, in this game of mine which is being made by ME, there are at least two new enemies introduced per level! Maybe if you'd played the demo, then that's something you would know! GOD, to think I used to LOVE you
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#40 User is offline   Seventh Shade 

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Posted 24 June 2010 - 12:16 AM

Guy, what are you going to do with yourself after college? Are you going to be able to keep a job or are you just going to explode in a hideous cloud of bile?

Also, dumb ol' Lancer-X did overlay projectiles with no significant lag.
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#41 User is offline   Val 

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Posted 24 June 2010 - 12:23 AM

This has been Guy does not actually feel significant emotion one way or another about a subject but hyperbolically suggests he is intensely angered by it on the internet and people believe him theatre. Lach, sweetie, we're out of milk, by the way, could you get some on the way home? I want to try making that special cake we liked so much at the restaurant. What? No, the other one--yeah, that one, the one down in Brooksville. Okay. Toodles! No, I love YOU more. No, I love YOU more! You hang up first! No, you hang up first! We'll hang up at the same time.

Posted Image

Most of this level's design was contributed by CJA, our special guest level designer! Let's give him a big round of applause. >:D

This post has been edited by Ough: 24 June 2010 - 12:25 AM

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#42 User is offline   Seventh Shade 

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Posted 24 June 2010 - 01:44 AM

:confused: gosh u sure fooled me. It's not like you don't have a history for wildly flipping out over nothing, right?
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#43 User is offline   Val 

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Posted 24 June 2010 - 10:03 AM

SeventhShade. I have absolutely no idea what you are talking about.
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#44 User is offline   CJA 

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Posted 24 June 2010 - 03:54 PM

Nice going Guy, I think you've accrued some new nemeses to boss-cameo in BAND! 2010.

Nothing froths up those creative juices like a nice Lachesis rivalry. I know firsthand.
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#45 User is offline   Dr Lancer-X 

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Posted 24 June 2010 - 07:58 PM

View PostSeventh Shade, on 24 June 2010 - 10:16 AM, said:

Also, dumb ol' Lancer-X did overlay projectiles with no significant lag.

おい
Posted Image
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#46 User is offline   Val 

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Posted 15 July 2010 - 03:23 AM

????????????

Attached File(s)

  • Attached File  def.mzx (14.75K)
    Number of downloads: 59

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#47 User is offline   Val 

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Posted 15 July 2010 - 04:25 AM

「好き」と言えば楽に成れるのーーホント、分かってるのに…

Attached File(s)

  • Attached File  def.mzx (15.27K)
    Number of downloads: 76

This post has been edited by Ough: 15 July 2010 - 04:26 AM

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#48 User is offline   Lachesis 

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Posted 15 July 2010 - 04:42 AM

Too bad there's not a screenshot or an English description of what it is, or I might have clicked it. I'll just assume it's some malware and hastily scroll past it without another word.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#49 User is offline   Val 

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Posted 15 July 2010 - 04:57 AM

もう黙れ、このドー阿呆!!
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#50 User is offline   mzxgiant 

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Posted 15 July 2010 - 02:18 PM

This is actually pretty neat. Credit where credit is due--nice work, Ough.
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#51 User is offline   T-Bone 

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Posted 15 July 2010 - 03:21 PM

Don't think Lachesis deserved that type of response... but anyhow I have nothing to contribute to this thread. Why am I here? :confused:
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#52 User is offline   Lachesis 

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Posted 16 July 2010 - 05:22 AM

View PostT-Bone, on 15 July 2010 - 09:21 AM, said:

Posted Image

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#53 User is offline   T-Bone 

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Posted 19 July 2010 - 03:30 PM

topic? lol
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#54 User is offline   Val 

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Posted 16 August 2010 - 04:18 PM

hmmmnmmnmnmnmnnnmnnmmnnn..................

the vlayer sure does fail to erase shit that's on it, meaning if you progress several levels you start to see ghost images of dead particles and the status bar floating around... why's it do that...

i might even have to have a brief loading screen while i set the vlayer to maximum size and manually clear it! god damn thing!

Here, have a level map
Posted Image

This post has been edited by Ough: 16 August 2010 - 04:21 PM

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#55 User is offline   Lachesis 

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Posted 28 January 2011 - 08:27 PM

Anyway this game was looking kind of cool but I'd suggest moving away from smiley characters, those are SO last decade.

As for the vlayer; set it to maximum size before gameplay, save an MZM of the blank vlayer, load the MZM onto the vlayer every time you need to clear it.

Also, maybe on the map, you could have the char where the player is blink so they know where they are (assuming the map can be opened during gameplay).
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#56 User is offline   djtiesto 

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Posted 30 January 2011 - 05:37 PM

Is it just me, or does Guy seem to basically make the same game over and over again?
Posted Image

Posted Image
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#57 User is offline   Lachesis 

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Posted 30 January 2011 - 07:28 PM

Posted Image
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#58 User is offline   Val 

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Posted 30 January 2011 - 07:50 PM

Hey, jerk hole, welcome to half a year ago, please find your seat et cetera et cetera. As it turns out, when two games are part of the same series, they tend to be thematically similar. While the second installment of the BAND! series of video games is an obvious outlier (and the least successful entry), you will recognize that the rest are all platformers. Why is that? Well, clearly, you would say, all I ever do is reproduce the same game over and over again. After all, having played every game I've ever made, you are absolutely qualified to make that assessment and you wouldn't be disregarding anything. But you'd be wrong, and you'd display a profound lack of insight or elementary reasoning in so doing, and I will point out all of the things you've failed to consider here:

1. This is a series of video games. In a series, the installments tend to be thematically similar. This is because the usual reason for producing a sequel to a production is that the original was popular; continuing to play off of those merits is only natural.
2. This plays to the producers' abilities and desires. Did you ever consider that, perhaps, I feel that platformers are my strong suit, or that I enjoy making that particular style of video game?
3. No two entries in this series can even be considered similar enough to be "the same." Every installment so far has introduced multiple new gameplay elements and refined the existing standard to a more playable, enjoyable state.

Finally, there's something about pots calling kettles names, mister every-game-I've-ever-produced-is-a-painfully-wapanese-Final-Fantasy-knockoff. Not to mention that you've even REMADE your own games several times, which is a lot closer to outright duplication of an entry than I've ever gone and done.

75% © nice wording, needs more elaboration

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#59 User is offline   Dr Lancer-X 

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Posted 30 January 2011 - 09:26 PM

While all the Engine games are, of course, based on the same gameplay model, I'd argue that his other titles (FF Edventure, Sharia Densetsu: Blade of Islam, Kikan, Kikan remix, nWo RPG, zT etc. and anything else I've missed) are quite different kinds of games in terms of gameplay style, graphical style, storyline style etc. I think it's drawing a long bow indeed to say that any of these, including FF Edventure, is a 'Final Fantasy knockoff'.
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#60 User is offline   Lachesis 

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Posted 30 January 2011 - 10:36 PM

View PostLancer-X, on 30 January 2011 - 02:26 PM, said:

Sharia Densetsu: Blade of Islam

Can somebody make this game please
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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